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							- import {
 
- 	Matrix4,
 
- 	Mesh,
 
- 	MeshBasicMaterial
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
 
-  */
 
- const _shadowMatrix = new Matrix4();
 
- class ShadowMesh extends Mesh {
 
- 	constructor( mesh ) {
 
- 		const shadowMaterial = new MeshBasicMaterial( {
 
- 			color: 0x000000,
 
- 			transparent: true,
 
- 			opacity: 0.6,
 
- 			depthWrite: false
 
- 		} );
 
- 		super( mesh.geometry, shadowMaterial );
 
- 		this.meshMatrix = mesh.matrixWorld;
 
- 		this.frustumCulled = false;
 
- 		this.matrixAutoUpdate = false;
 
- 	}
 
- 	update( plane, lightPosition4D ) {
 
- 		// based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
 
- 		const dot = plane.normal.x * lightPosition4D.x +
 
- 			  plane.normal.y * lightPosition4D.y +
 
- 			  plane.normal.z * lightPosition4D.z +
 
- 			  - plane.constant * lightPosition4D.w;
 
- 		const sme = _shadowMatrix.elements;
 
- 		sme[ 0 ] = dot - lightPosition4D.x * plane.normal.x;
 
- 		sme[ 4 ] = - lightPosition4D.x * plane.normal.y;
 
- 		sme[ 8 ] = - lightPosition4D.x * plane.normal.z;
 
- 		sme[ 12 ] = - lightPosition4D.x * - plane.constant;
 
- 		sme[ 1 ] = - lightPosition4D.y * plane.normal.x;
 
- 		sme[ 5 ] = dot - lightPosition4D.y * plane.normal.y;
 
- 		sme[ 9 ] = - lightPosition4D.y * plane.normal.z;
 
- 		sme[ 13 ] = - lightPosition4D.y * - plane.constant;
 
- 		sme[ 2 ] = - lightPosition4D.z * plane.normal.x;
 
- 		sme[ 6 ] = - lightPosition4D.z * plane.normal.y;
 
- 		sme[ 10 ] = dot - lightPosition4D.z * plane.normal.z;
 
- 		sme[ 14 ] = - lightPosition4D.z * - plane.constant;
 
- 		sme[ 3 ] = - lightPosition4D.w * plane.normal.x;
 
- 		sme[ 7 ] = - lightPosition4D.w * plane.normal.y;
 
- 		sme[ 11 ] = - lightPosition4D.w * plane.normal.z;
 
- 		sme[ 15 ] = dot - lightPosition4D.w * - plane.constant;
 
- 		this.matrix.multiplyMatrices( _shadowMatrix, this.meshMatrix );
 
- 	}
 
- }
 
- ShadowMesh.prototype.isShadowMesh = true;
 
- export { ShadowMesh };
 
 
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